System and Engine Changes

Push block is different (some of this info could use further exploration but it is the general idea of how it works now)

value system based on inputs. need a certain amount of inputs to pushblock.

value of light attacks is 1, medium attacks is 2, hard attacks is 3.

Average total to success seems to be about a value of 10

timer increased from 12 frames to 14 frames.

Added Boss version of Oboro Bishamon (must confirm)

HUD changes between VS1, VS2, and VH2

Music and menu sound effects in VH2 changed to Hunter sound effects

Aerial Links and Aerial Chains

One of the biggest differences between Vampire Savior and Vampire Savior 2 was the general removal of the jump attack chain system and the switch to a jump attack links system for air combos. This was achieved with two system changes. First, outside of activating Dark Force, the air chain combo system is disabled. Second, when hitting with an air attack, you are allowed to still do air normals once your previous attack recovered. This was not possible in Vampire Savior outside of hitting with an air normal, and then whiff an air normal. That would allow you to once again use whatever normal you want in the air.

Jump Links in Savior 2/Hunter 2

How jump links can be used is very character specific as it relies mostly on the recovery of your characters jump attacks. Generally, everybody can link combo their light attacks into most of their other attacks in the air, but many characters have surprisingly short recovery time on their medium and even hard attacks. A good example is Demitri's j.HK, which gains good use as a high jump in as you can link 2 other normals after it for a 3 hit jump in.

Because of the added ability to do more air attacks on hit or block, some characters get new and very powerful pressure options by repeated jump strings. For example, Bishamon can do instant j.MK, followed up by a late j.HK on the descent of his jump. This jump string is pretty tight and difficult to deal with.

Something very important to note is that while you can't chain cancel aerial light attacks, you can still seemingly cancel part of their recovery. This is definitely not a chain cancel, and done with something a bit closer to link timing.

Aerial Light attacks being cancel-able is extremely noticeable on jump whiff strings. You can near immediately press another button in the air to completely cancel your jumping light attack into any other normal. You can even do two lights and then a medium or hard instantly after each other to almost always have an active hitbox while in the air. This is much faster and more effective than in Vampire Savior.

You can still only do one attack per jump, so you must plan your link combos around this solid fact. The only character that does not observe this is Zabel, who during his air dash can link either two j.LP or j.LK, and this is still not allowed during his normal jump.

Jump Chains in Savior 2/Hunter 2

Activate Universal Dark Force to gain access to the jump chain system of Vampire Savior. The ability to use them is lost once the Dark Force ends.

The downside to this is when you activate Dark Force, you lose out on any of the benefits of air linking. It essentially swaps the jump attack rule set back to near exactly what it was in Vampire Savior. You no longer can do further air attacks after passing up on the chance to chain cancel your last one, which greatly effects some characters strong air dash pressure. Also, you can no longer cancel part of the recovery of your light attacks on contact. You do retain the ability to instantly jump whiff cancel your light attacks recovery though.

Ground Dash and Air Dash Links

Ground and air dash attack links were greatly changed between Vampire Savior 1 and 2. Ground dash attack got heavily nerfed by doing 2 frames less of hitstun than their regular counterparts, removing most of the dash links from the game. On the other hand, characters with air dashes or ground dashes that put them in the air get to use the new air attack link system while they dash, giving them a huge buff.

Ground Dash Links

Ground dash links are mostly gone. Bulleta retains some of hers with her standing jab retaining her huge frame advantage bonus. For most characters though, attacking out of dash simply becomes a pressure tool, rather than a combo starter.

Instead of ground dash links, it may be better to just simple use ground dashes to set up throw set ups. If properly spaced you can get tick throw set ups the opponent cannot jump out of with the changes to the throw system in Vampire Savior 2. This is enhanced due to push-block being more difficult as well.

Air Dash Links

Refer to the Jump link section above for most of the information. Everything that applies to that applies to air dashes as well, making air dashes much stronger than they were in VS1. Only Q-Bee retains the same system, not letting her do more than one normal during an air dash.

Throws

Throws are not jump escapable in many situations. Throw loops do exist and are extremely difficult to escape from. As such, throws become a extremely large part of the Vampire Savior 2 meta-game.

Tick throw set ups from dashing cannot be jumped. Air resets cannot be jumped. Throws on wakeup cannot be jumped. Timing a few of these situations can be hard but is still practical.

Throws being unjumpable applies to normal throws and command throws mostly. Throws that are more like special moves such as Anakaris' ES Hands and Demitri's Midnight Bliss are still jumpable. Pyron however cannot jump any throw, and throws with large active frames make for easy meaties on him.

Dark-Force

Dark-Force received a large make-over in Vampire Savior 2. When pressing two of the same strength buttons now, it activates a Universal Dark-Force, giving the same set of buffs to each character. The Personalized Dark-Forces of Vampire Savior are now special command inputs (example: 421KK), while at the same time having their own set of system changes.

Less Damage is taken, from a percentage of each move. For example, a weak attack may only take away -1 red/-2 white, while a high damage move does -3 red/-3 white or even -5 red/-8 white.

Air Chains become usable until the Dark-Force ends.

One EX Move per character is enhanced when used during Universal Dark-Force. This usually means the attack will do extra damage, and have an extra animation.

Taking damage does not drain the Dark-Force timer faster.

While Dark-Force Power is active, recoverable damage heals much faster.

Personal Dark-Force Changes

activates with a special commands (example: 412KK or 263PP)

costs 1 meter to activate

considered an EX Move, so you can special cancel into them

the background does not change on activation like it does in Vampire Savior

there is no timer bar on display letting you know how much longer it is active for

when hit with an attack the darkforce immediately ends (at least with the characters I have checked, need to confirm)

slightly shorter startup times than in Vampire Savior (at least with the characters I have checked, need to confirm with all)

bonus invincible frames have been removed to bring them in line with the startup of the darkforce. It was usually +2 invincible frames in VS1. In VS2 it is either 0 or -1 invincible frames. (at least with the characters I have checked, need to confirm with all)

slightly shorter recovery times than in Vampire Savior (at least with the characters I have checked, need to confirm with all)

? no meter is built while active?(must confirm)

Playable Character Additions and Omissions

The first thing you'll notice different about Vampire Savior 2 and Vampire Hunter 2 is that they both feature a different character roster from VS1 and from each other. Due to the limits of the CPS2 arcade board, a few of the Vampire series most popular characters had to be left out of VS1. VS2 and VH2 attempt to add them back in, at the cost of having to remove characters that were present in VS1. The lists below show which characters were added ( + ) and which characters had to be removed ( - ) from VS1 to satisfy their inclusion.

Vampire Savior 2

+ Donovan

+ Phobos (Huitzil)

+ Pyron

+ Oboro Bishamon

- Aulbath (Rikuo)

- Gallon (Talbain)

- Sasquatch

Vampire Hunter 2

+ Donovan

+ Phobos (Huitzil)

+ Pyron

+ Oboro Bishamon

- Bulleta (B.B. Hood)

- Jedah

- Lilith

- Q-bee

(In addition to the above, Shadow Gallon is not selectable in Hunter 2 even though you can select regular Gallon.)

Codes

Play as Oboro Bishamon: Hold Start when you select Bishamon.

Oboro has a different set of special moves from regular Bishamon. All normal moves remain the same.

Play as Vampire Hunter 2 Phobos: Hold Start when you select Phobos.

Phobos gains a crawl like Zabel, and an alterable jump arc. Doing this code in Hunter 2 turns him into the Savior 2 version of Phobos.

Play as Vampire Hunter 2 Donovan: Hold Start when you select Donovan.

This only changes the inputs for Donovan's sword placement, and how he can place it on the screen. Doing this code in Hunter 2 turns him into Savior 2 version of Donovan.

Play as Shadow: Press Start 5 times while highlighting Random Select.

Makes you play as whatever character you last defeated.

Play as Marionette: Press Start 7 times while highlighting Random Select.

Makes you play as whatever character your opponent is currently using.

Characters

The info below is just a partial list. There were many frame data changes that I did not list on here, but you can find up on dammit's blog. In addition, most characters damage tables have not been compared to see if they do any more or less damage. Some of the data is also unconfirmed, and listed with a ?. In those instances it is either hard to verify, we haven't fully verified it yet, or we can't verify at all so we are going just off of feel.

Available in Both Versions

ANAKARIS

Overview: A largely unchanged character in Vampire Savior 2. All of his normals retain the same hitboxes and the same damage values. Most of his changes end up being from the universal system changes. As Mar says, he actually has something to spend meter on with Universal Dark-Force. The other characters end up being somewhat in the same boat as him with Push Block being much harder, and Anakaris pressure strings end up being pretty scary. Three of the characters that totally destroyed him aren't even in this version of the game, and the four that were added he can fight against. He loses most of his dash links (only can link from 2.LK and it's harder), but this isn't a deal breaker. Overall, things seem just a little bit brighter for Anakaris in VS2.

Misc. Changes

Standing hurtbox shrinks while in hitstun, just like in VSAV, but now it doesn't shrink nearly as much. Before he'd become shorter than Demitri while in standing hitstun, while in VSAV2 he is much taller.

Normal Move Changes

5.LP

Frame advantage on hit is decreased to +6f from +8f.

Dash links are now impossible.

As an indirect buff, Q-Bee's crouching hurtbox is now taller so 5.LP will now actually hit her when crouching.

5.LK

Hits low.

Frame advantage on hit is decreased to +7f from +8f.

Dash links are now impossible.

2.LP

Frame advantage on hit is decreased to +4f from +7f.

Dash links are now impossible.

Special & EX Move Changes

ES Coffin Drop has the ability to juggle, however this is very difficult to set up.

Dark Force Changes

Pharaoh Split (Dark Force Change) is activated with [LP LP 2 MK HK]

Pit to the Underworld does more damage and has an extended animation when used during Dark-Force Power.

BISHAMON

Overview: Easily one of the top tier characters in Vampire Savior 2. He can perfectly exploit the new throw system to broken levels, doing throw loops until you are dead. He loses dash links, but thats ok, he can just dash tick throw instead. He loses some combo ability from not having air chains, but air links let him do instant over heads with j.MK, staggered into j.HK and then landing safely. Especially on larger characters, this string is very strong. Including that with his regular dash pressure in the fact pushblocking is so much harder, you won't have an easy time getting Bishamon off of you.

Bishamon places high frequently in the few VS2 tournaments in Japan, for obvious reasons.

[need to check hitboxes]
[need to check damage changes]

Hitbox Changes

Hitbox frame data is basically the same. Probably.. at least Oboro has the same hitbox data as regular Bishamon in VS1

Frame Data Changes

s.LK has slower startup at 6f from 5f. Less frame advantage on hit at +6f from +7f.

6.LK has slower startup at 6f from 5f. Less frame advantage on hit at +3f from +4f.

Command Throw startup is faster at 5f from 7f.

??See if I can do a 1 frame link from dash LK.??

Special Move Changes

Togakubi Sarashi (22PP) does extra damage and more hits when used during Universal Dark-Force.

??Unblockable ES Fireball removed? Double check.??

Dark-Force Changes

Super Armor Dark-Force completely removed.

DEMITRI

Overview: For the most part he is the same character that he was in Vampire Savior. Most of his nerfs are very slight, and he technically even has a couple tiny buffs. None of that will really make any difference at all in how you would play him. His biggest changes come in the form of the universal system changes. Demitri without the Air Chains from VS1 is quite a bit troubling if thats what you're used to. He gains an air link off of j.HK, but using this as a jump in instead of a simple j.MK > j.HP chain is much more difficult. You may find yourself relying on j.LK as a jump-in attack. Adjusting to the different air game will be the biggest aspect to playing this character in VS2. /edit: Scratch all that. after getting the damage changes they really screwed Demitri over. Wow.

System Changes

•j.HK has a somewhat short recovery time and deals a lot of hitstun, allowing Demitri to link off of it into any of his other jump normals. This opens up a lot of different opportunities for Demitri, allowing him to do very early jump-in combos and block-strings due to j.HK's extreme downward hitbox. This particularly devastating to large characters such as Phobos. A typical jump-in combo using this would look something like [j.HK >> j.LK > j.MK].

•Hurtbox becomes larger on the second active frame, and stays increased during the recovery frames.

Normal Throw

•Ground MP/HP throw damage is decreased by [-1 red/-1 white] on both a successful throw and tech.

•Air MP/HP throw damage is decreased by [-1 red/-1 white] on both a successful throw and tech.

Special & EX Move Changes

Pursuit

•ES Pursuit damage is decreased by [-2 red/0 white].

Demon Cradle

•Air Unblockable during the initial frames.

•Dash Demon Cradle's hitbox no longer overlaps Demitri's pushbox. This is especially useful on Lilith, who was impossible to get more than 1-3 hits on via Dash ES Demon Cradle, and which would sometimes just whiff entirely on her.

•Damage is decreased by [-2 red/-2 white] on the LP, MP, and HP versions.

Chaos Flare

•Damage is decreased by [-1 red/-1 white] on all versions.

•Mashable by the opponent on hit to reduce stun time.

•Air Chaos Flares may be thrown lower to the ground than in Vampire Savior. This means Donovan, as well as Demitri himself, cannot walk under them and are forced to block if standing.

•LP Chaos Flare recovery is increased to 44 from 42.

•MP Chaos Flare recovery is increased to 45 from 42.

•HP Chaos Flare recovery is increased to 46 from 42.

•ES Chaos Flare recovery is increased to 43 from 42.

•LP Air Chaos Flare startup is increased to 20 from 17

•MP Air Chaos Flare startup is increased to 21 from 17

•HP Air Chaos Flare startup is increased to 22 from 17

•ES Air Chaos Flare startup is increased to 19 from 17

Bat Drill

•Damage is decreased by [-1 red/-1 white] for each hit. For ES Bat Drill, this only applies to the first 4 hits.

•Demon Billion turns into the Hunter version, Demon Blast, while Dark-Force Power is active.

FELICIA

Overview:

System Changes

Dashes

Dash attacks seem to have a much longer recovery when landing (Or maybe dashing in general has a long recovery). Comboing out of a dash from a two-hit j.MP as you would in VSAV is possible, but extremely hard.

Light attacks can be canceled into other normals during a dash. It's potentially easier to combo out of a dash attack through this, but it still seems very difficult.

Misc. Changes

Height

Standing and crouching hurtboxes are much taller, now covering most of her hair instead of just her face. This also affects the first few initial frames of most of her normals, and even the active frames of several of them (5.MK, 2.LP, 2.LK, 2.MK). Not shown here, but notably, 2.MP may become harder to use as anti-air — the active frames aren't affected by the hurtbox change, but the initial frames are which can make it harder to time as a clean anti-air.

VSAV

VSAV2

Stand

Crouch

5.MK

2.LP

2.LK

2.MK

Normal Move Changes

Widespread Normal Changes

As shown above, many of her ground normal hurtboxes are now much taller at times.

All Jumping Normals damage is decreased by [-1 red/-1 white].

Close 5.LK

Hits low.

j.MP

j.MP has more hit-stop and block-stop, but otherwise the same.

Special & EX Move Changes

Hell Cat (command throw) start up is increased from 2 to 4 frames.

Please Help me cannot be used while Kitty Helper is active.

Dark Force Changes

Kitty Helper (Dark-Force Change) is activated with 421.KK

Dancing Flash is upgraded while Dark-Force Power is active. Does [44 red] damage.

LEI-LEI

Overview:

[no damage changes]

System Changes

can't link from any air normals besides the light attack cancels

From the lowest IAD it is difficult to do multiple normals by utilizing the new air dash attack system. Might have some useful set ups dashing from a bit higher up though.

Hitbox Changes

Standing Hitbox grows much larger when walking forward.

Gong has a much thinner hitbox for the LP, MP, and HP versions. ES remains the same.

the vulnerability box that reflected projectiles is no longer in VS2, but projectiles are still reflected for some reason.

Tenraiha balls have a smaller hitboxes.

Frame Data Changes

Item Toss recovery for all versions increases to 44 frames from 34(LP) and 35(MP/HP)

command throw start up increases to 4 frames from 2.

Tenraiha Start up increases to 21 frames from 19. Recovery increases to 96 frames from 80.

c.MP and c.MK both no longer combo into Tenraiha because of the additional start up time.

dash is less invincible. Has 11 frames of invinciblity, down from 13. Her startup and recovery appear the same, so the dash's total time itself must be 2 frames faster.

Dark-Force Changes

Hyper Armor Dark-Force has been completely removed from the game.

MORRIGAN

Overview: Morrigan becomes a much stronger character in Vampire Savior 2. As far as direct nerfs go, there is not anything major. Her dash overhead attacks got massively buffed. Attacking immediately out of her dash has her fall slightly faster, so you can do overheads faster. In addition, she can do two hit overheads immediately dash attack. Combining both of those leads to a very strong pressure game.

All the Universal System nerfs aren't as big of deal to her as they are to others, her like the removal of jump chains and push-block being harder. The new jump system actually benefits her. Her light attack air whiffs are decent for her jump height, and the double overheads she gains while dashing. She also gets Shell Kick as a new special move, which is very useful as you can special cancel air normals into it, leading to a replacement for air chains. Not only that, its a strong pressure tool.

As one of the only characters that received more buffs than nerfs, and the nerfs to some of her bad match-ups (plus complete removal of a few), Morrigan becomes a top tier contender.

New Moves

Shell Kick. A good replacement for air chains, as you can special cancel LP, LK, MP, and MK into it. It is also strong as a pressure tool.

System Changes

Falls slightly faster when attacking immediately from a dash. This means she can do either a follow up overhead slightly quicker and has an easier time comboing from an immediate attack.

Oddly, seems as if it is harder to combo on the ground from a single air dash attack above the opponents waist. Not sure if this is due to greater hitstun on moves in VS1 or gaining momentum while falling. This hardly matters though as you can just do overhead combos from that height instead.

Can do 2 hit overhead combos when attacking immediately out of a dash. [j.LP >> j.XX(preferably j.HK)]. This is incredibly strong.

she can also do 3 hit combos from rather low, but not instant dashes [j.LP >> j.LK >> j.XX]

Hitbox Changes

Finishing Shower has a larger hurtbox

Cryptic Needle has a larger hurtbox

Frame Data Changes

Command Throw startup goes from 5 frames to 4 frames. 1 frame faster.

Damage Changes

None.

Normal Move Changes

c.MK does not hit low

s.LK hits low

Special Move Changes

Valkyrie Turn gains 3 mirror Morrigans, where the real Morrigan's position is determined by what button is pressed to activate, when used during Universal Dark-Force.

Dark-Force Changes

Astral Vision is activated with [LP LP 6 MP HP]

VICTOR

Overview: Its hard to say where exactly Victor may fall in Vampire Savior 2 metagame. He doesn't appear very different at first glance, until you see Mega Forehead is now air-unblockable, and that is a pretty scary move to gain that attribute considering its forward movement and causes knockdown. Many characters in Savior took to the air to defend against Victor's jumping HP onslaught, and he gained a strong tool to deal with that. Victor's place in Savior 2 will probably be depend on how well this one change can be applied.

[need to check damage changes]

New Moves

A dash kick special my by charging back and using kick. The kick visually looks like Victor's c.HK, but has a much better hitbox. Despite looks, it does not hit low. There is an ES version where Victor jumps into the air and does 3 of the kicks. All versions are slow and can't be combo'd into. All 3 normal versions are extremely unsafe, though the ES version can give a slight advantage, assuming the character can't just completely crouch under it. Overall a very useless move.

Hitbox Changes

Standing hurtbox shrinks while in hitstun, just like in VSAV1, but now it doesn't shrink nearly as much. Before he'd become shorter than Demitri while in standing hitstun, while in VSAV2 he is much taller.

Mega Forehead has a much smaller hitbox in both Normal and ES versions

Frame Data Changes

LP Mega Forehead starts up slower at 17f from 15f.

MP Mega Forehead starts up slower at 19f from 15f.

HP Mega Forehead starts up slower at 21f from 15f.

ES Mega Forehead starts up slower at 19f from 15f.

Mega Shock (236K throw) starts up slower at 4f from 1f.

Mega Spike (360P throw) starts up slower at 4f from 1f.

Dark-Force throw starts up slower at 4f from 3f.

Special Move Changes

Mega Forehead is now air-unblockable.

Dark-Force Changes

Great Gerdenheim (Dark-Force) is activated with 41236KK

Secondary Dark-Force where all of Victor's Normals turn into the close versions has been removed.

Doesn't appear any EX moves get buffed when used during Universal Dark-Force. Need to check damage values.

ZABEL

Overview: While being significantly weaker than he is in Vampire Savior, Zabel is still a strong character. The j.LK unblockable being removed is close to the biggest nerf in the game. In addition, changes to his jump speed and 6.MP are both huge as well. The less obvious nerf comes in the universal system change of pushblocking being much harder. Being locked down as Zabel without push block isn't the funnest, and he gained more than most with being able to transition defense to offense. Lack of air chains is a big deal for Zabel as well, as his normals don't work with at all with the air link system. The normals that you'd use for proper jump in attacks don't recover fast enough to link. Even with those gigantic nerfs, in the end Zabel still has his excellent air normal hitboxes, mobility, and fast high-lows. If you can master VS2's harder pushblock, Zabel is still a very strong force to contend with.

System Changes

j.LP, j2.LP, or j.LK can be canceled into another normal out of a dash. This doesn't work as well as an IAD mix up as you'd think due to an obvious landing timing. It has some potential with making Air Dashes safer to chicken guarding, but that needs to be explored more.

Jump startup to when his feet leave the ground increased from 3 frames to the 5 frame standard.

Hitbox Changes

6.LP is missing the first part of its two stage hitbox. Effectively making it start up slower and not hit anything close to you.

6.MP is missing the first part of its two stage hitbox. Effectively making it start up slower and not hit anything close to you.

6.MK is missing the first part of its two stage hitbox. Effectively making it start up slower and not hit anything close to you.

c.HK has a smaller push box during the slide

Frame Data Changes

6.LP frame advantage improved from -3 to -1 on hit. Start up increased from 6 to 8 frames.

6.MP frame advantage improved from -4 to -2 on hit. Start up increased from 7 to 9 frames.

6.LK frame advantage improved from +1 to +2 on hit. Start up increased from 7 to 8 frames.

6.MK frame advantage improved from -6 to -3 on hit. Start up increased from 9 to 12 frames.

Death Hurricane start up increased from 7 to 8 frames.

Death Voltage start up increased from 7 to 8 frames.

command throw start up increased from 2 to 5 frames.

Normal Move Changes

j.LK no longer hits unblockable in the last 3 active frames.

! full guard after j.LP and j.MP is probably gone (nope he's still got it, at least after j.MP)

Normals do less damage (need to reconfirm, but I think they all do 1 less red and white damage)

Special Move Changes

Evil Scream has an extended version when preformed during Universal Dark-Force

Exclusive to Vampire Savior 2

BULLETA

Has a new win pose animation where the mic comes down but she sings AND dances.

System Changes

Unblockable

j.HK to low attack unblockable has been fixed.

Dash Links

The primary normal to dash link from, 5.MP, is no longer possible to link from. It's still a good pressure tool, but it's not quite what it once was. Luckily, it's still possible to dash link from 5.LP, and a larger amount of the cast can get hit by it while crouching in VSAV2.

While there are three version of Beautiful Memory in the PS2 version, they seem to be bugged. The MK+HK version has an extremely fast startup, so fast that you can combo into it for huge damage. Need to mess with the dip switches to see if it's possible to fix this bug.

LILITH

Overview: Admittedly she is very unexplored in terms of actual use from those of us who have been play testing VS2, but the theory outlook on Lilith does not look very good. The only thing resembling a buff is her far s.HK becoming an overhead, but it was nerfed at the same time. Its so slow its not very realistic to hit someone that is aware with. Besides that, she was impacted extremely negatively by the universal system changes. Firstly, the advantage from her dash attacks became incredibly poor. And second, pushblock being so much harder is not doing her any favors (just watch Kaji play to see why its so important to Lilith). Lastly, she is one of those characters who really needed air chains. Like I said before though, we haven't really used her, so maybe she can exploit the buffed throw system to her advantage, even with her poor dash.

Many many nerfs, especially for dash attacks. Check dammit's blog for the full list.

Normal Move Changes

Far s.HK hits overhead. Hits only once as well, due to its 1st active hitbox being removed. Its slower because of that, and just that the move itself was given a longer start up.

Special Move and Dark-Force Changes

Merry Turn can be preformed in the air.

Splendor Love hits 10 times instead of 7 when used during universal Dark-Force.

! need to examine mirror Dark-Force

JEDAH

Overview: Much like with Morrigan, Jedah greatly benefited from the changes to dash attacks in Vampire Savior 2. He can do repeated overheads very slightly faster, and he can do overhead combos and block strings instantly out of a dash. One of the more interesting additions to Jedah is that he can now combo into a knockdown with being able to preform his Guard Cancel naturally.

Losing access to air chains is somewhat a big deal for him with his large jump, but he has so many ways of attacking it is possible to adjust. The push block changes are bad for him on the defense, but suit his improved offense.

Overall I'd say Jedah is better in VS2. His pressure has gotten better and his bad match-ups were removed.

Splecio (GC move) can be preformed naturally. Only the LK and ES versions can be combo'd into. LP version in a combo does comparable damage as a full 3 hit chain (c.LK > c.MP > s.MK), plus giving a knockdown. Comboing ES version does as much as a (c.LK > c.MP > s.MK > c.HK) combo.

Falls slightly faster when attacking with j.HK immediately from a dash. This means Jedah can do either a follow up overhead slightly quicker. This can mess with your timing to combo on the ground because you must do it much faster.

Can delay falling close to the ground when attacking with j.LP/j.LK instantly out of a dash, and canceling them into other normals. For example, you can do a 3 hit combo right off the ground with [dash j.LP >> j.LK >> j.XX] and it will all connect, with Jedah 'hovering' over the ground during the entire string. This seems to slow your fall even until the end though, as comboing on the ground after this does not work.

Is very slightly closer to the opponent after a dash j.HK overhead. For example, you can do j.HK >> s.LK > s.MP > s.MK > c.HK to corned Demitri, but the c.HK would not combo in VS1 whereas it will in VS2.

Since Jedah is able to cancel his light attacks into other normals while dashing, you're able to cross up with a dash and immediately piano a light attack a different attack to very quickly turn around.

Hitbox Changes

Standing hurtbox shrinks while in hitstun, just like in VSAV1, but now it doesn't shrink nearly as much. Before he'd become shorter than Demitri while in standing hitstun, while in VSAV2 he is much taller.

Frame Data Changes

Command throw start up is faster with 5f from 6f.

Damage Changes

s.HP does [+1 red/+1 white]

Splecio LP (623 LP) does [13 red/21 white]

Splecio MP/HP (623 MP/HP) does [14 red/22 white]

Splecio ES (623 PP) does [23 red/34 white]

Normal Move Changes

s.LK hits low.

Special Move Changes

Nero Fatica (anti-air grab special) no longer absorbs projectiles. (must test, the absorption hitbox disappeared, but other moves lost that and still absorb projectiles)

Prova di Servo (contract) has an extended version when used during Universal Dark-Force.

Gains air chains while Flight is active. (typically this is reserved for Universal Dark-Force)

Q-BEE

Overview: Another character we haven't gotten around to using much yet. her air dash was slightly altered. Most people won't notice it, but it makes attacking from IADs slightly easier by making her a little slower. Needless to say, her increased crouching height is a huge nerf for her. She also has a forced standing hitbox whenever she wakes up on a knockdown, like a character would in Street Fighter 4. Its a bizarre addition considering they increased her standard crouch height by as much as they did. At the very least it opens her up to a bunch of instant overheads that other characters would not have to deal with.

[need to check damage changes]

Hitbox Changes

Crouching hitbox is much taller around her rear end.

This effects some her crouching normals as well (c.LP, c.MP, c.HP, c.LK).

j.MP has a smaller hitbox.

System Changes

After being knocked down, she wakes up with standing hitboxes even when crouching (holding down you get crouching hitbox 2 frames after wakeup)

Air dash has been changed slightly. Dashing in from some angles remains the same, but in others she may be a little slower. That is not necessarily a bad thing, as she can do overheads from a few positions without having to worry that they won't come out before she reaches the ground. This makes doing IADs directly in the opponents face a bit easier.

Frame Data Changes

s.MP start up increased from 7 to 11 frames. This is very noticeable in use.

c.MP start up increased from 7 to 9 frames.

j.MP start up increased from 8 to 11 frames.

command throw start up increased from 2 to 4 frames.

j.MP is a good normal to link from. j.LP >> j.MK seems to be the best option.

Special Move Changes

Honey Bubble comes out at a different angle when used during universal Dark-Force.

ES C-R switches sides on knockdown (Only sometimes. Does it do it occasionally in VS1?)

Dark-Force Changes

Flight activates with 421KK

Gains air chains while Flight is active. (typically this is reserved for Universal Dark-Force)

! need to examine flight darkforce

Exclusive to Vampire Hunter 2

AULBATH

(exclusive to Vampire Hunter 2)
[Below is not anything near a complete list.]

Bubble travel distance is greatly reduced.

For some reason the bubble will automatically pop on block occasionally. Not sure of the exact reason, but it seems to be you can block the bubble for several frames after you stand from a knockdown. Doing a neutral wakeup or a tech-roll does not affect this. You can still unblockable bubble opponents after they stand, or while you have them trapped in block stun.

Massively nerfed frame data across the board. Check Dammit's blog for more info.

GALLON

(exclusive to Vampire Hunter 2)

SASQUATCH

(exclusive to Vampire Hunter 2)

The below is only a very partial list.

Dash Changes

It is more difficult to attack out of a short hop. It feels like you land faster when immediately canceling the hop into a short hop. If you do it too fast you'll land before a normal can even come out. The dash cancel must be delayed to properly attack from it, and attacking with j.LP is probably for the best since it seems to come out faster. Short hopping in VHUNT2 feels very much like how it did in the original Hunter.